A Smart, Substantial Upgrade

Version 2.0 quietly rebuilds Super Mario Bros. Wonder into the game many hoped it would be at launch. Priced as a $20 upgrade for existing owners or bundled in the $80 Switch 2 package, this Nintendo Switch 2 Edition fixes core pain points, adds meaningful endgame challenge, and introduces a playground of multiplayer modes that squeeze new ideas out of Wonder’s already brilliant toolkit.

Bellabel Park is the new hub for all of it, opening after just a few stages in the main story. Even if you show up solo, there’s plenty to chew on, but with friends the place lights up. Under the hood, improved graphics and performance make that painterly art direction and those expressive animations pop—stages look cleaner, input feels snappier, and the whole thing carries itself like a showpiece for Switch 2.

Wonder’s foundation remains superb. Movement is tight, badges are fun to route around, and every run still nudges you to play a little bolder. This upgrade doesn’t just add more levels; it reframes how you use those systems, often in playful, demanding ways.

Koopalings Finally Shine

The biggest course correction lands with the new Koopaling boss battles. Each of the seven siblings gets juiced with Wonder Power, and the results are far more inventive than the old "jump on their head three times" routine. Wendy transforms into a giant Cheep Cheep and floods the arena with enemies through portals. Morton becomes a massive puppet, swatting from the background while you scramble along ropes.

Badge choice actually matters now. Swapping in the Crouching High Jump to tag Morton’s ropes faster gave me a tangible edge, and several encounters reward that kind of prep. Later, remixed hard-mode versions raise the bar even higher; a few of these took multiple attempts, which is not something I often say about 2D Mario bosses. Calling this "the best lineup of bosses in any 2D Mario game" doesn’t feel like hyperbole.

Trials That Hit Endgame Heat

The heart of the single-player challenge beats in the "Toad Brigade Training Camp," a set of 70-plus bite-sized trials that steadily ramps from warm-up to white-knuckle. Objectives vary—collect coins under a timer, defeat enemies cleanly, or clear a stage without touching anything dangerous—sometimes with a specific badge requirement that totally changes your approach.

These trials remix existing levels, power-ups, and enemies with smart constraints. Threading a line with the Parachute Cap around an armada of floating Bloomps had me holding my breath, since a single tap ended the run. Another standout demanded I bounce across shells spaced over lava to beat a cruel timer, leaving almost no room for error. A new power-up, Flower Mario, fits right in with a Yoshi-like flutter jump and a straight-upward projectile that lets you erase threats from below—an instant "oh, that’s clever" tool the trials use well.

It took about six hours to 100% the Training Camp, and I still wanted more. Dual Badges, which combine two abilities, feel underused—there’s a wicked mission where you’re invisible and can’t stop jumping while dodging enemies, but experiments like that are rare. The framework screams for dozens more permutations across enemies, badges, and objectives. The taste we get is excellent; the portion size could be bigger.

Multiplayer Makes Old Levels Feel New

Attraction Central in Bellabel Park corrals a mountain of local and online modes that reward teamwork and controlled chaos. The co-op minigames are the highlight, retooling familiar stages with new rules that spark constant chatter. "Jump Count" asks your squad to finish a level with a shared jump total, but each player’s count is hidden. You’ll track your own, make last-second micro hops to hit the target, then hold your breath at the results screen. It’s simple, tense, and very funny.

"Donut Block Maker" is another gem: some players spawn temporary platforms while others scramble across, which leads to heroic saves and spectacular whiffs. These aren’t one-offs either; "Jump Count" alone includes 10 stages across three difficulty tiers, wringing surprising mileage from reworked classics without debuting new locations.

Co-op peaks with "Fly Free, Captain Toad." One player moves Captain Toad—who still can’t jump—while the other controls Plucky the bird to jump and flutter for him. You’re effectively piloting one body with two brains, turning straightforward layouts into trials of timing and communication. Competitive locals don’t soar quite as high—coin grabs, feeding Baby Yoshi, and survival gauntlets feel serviceable rather than inspired—but they round out an already stacked suite.

Version 2.0 nails the brief: tougher bosses, smarter trials, and party-ready twists that make Wonder feel new again. For $20, it’s an easy recommendation for returning players and a great on-ramp for newcomers buying the full Switch 2 package. If Nintendo follows up with more Training Camp cards and leans harder into Dual Badge madness, Bellabel Park could become the model for how to grow a 2D Mario long after the credits roll.